So your game allows the player to name their characters. But there’s a catch, you don’t want the player to name their main character with the same name as another character. Or worse, something unsavory. This tutorial is for cases like that.
- Create a text file of all the strings or phrases you want to ban from your game. For now I will go with “Ralph” and “Alex”
- Create a Common Event called “Name Input Processing”
- Create 2 Labels, One called START and One called VALID.
Now under the label START, and assuming you can only name one character and we’re going with Actor#1, put the Name Input Processing Command. Although this is optional and more about personal preference, I would put a Change Name command to set the name to blank. It should look something like this:
◆Label：START ◆Change Name：PLAYER1, ◆Name Input Processing：PLAYER1, 7 characters ◆Label：VALID
Insert a Conditional Branch with an else branch. Go to Page 4 and select Script. This is where we will insert the following code:
So, since one of our banned strings is “Ralph”, it should look like this:
And under the else command, just copy and paste this conditional branch and change “Ralph” to “Alex”. You will end up something like this:
◆Label：START ◆Change Name：PLAYER1, ◆Name Input Processing：PLAYER1, 7 characters ◆If：Script：/ralph/i.exec($gameActors.actor(1).name()) ◆ ：Else ◆If：Script：/alex/i.exec($gameActors.actor(1).name()) ◆ ：Else ◆ ：End ◆ ：End ◆Label：VALID
As long as the strings “ralph” and “alex” are present, it doesn’t matter what the case (upper or lower) of the name is, the system won’t accept it.
Now just above the Label: VALID, add a Show Message command that says something along the lines of “That name is already taken.” and add a Jump to Label START. Then on the very last “else” of your conditional branch, add a Jump to Label VALID. By the end, your event command should look like this:
◆Label：START ◆Change Name：PLAYER1, ◆Name Input Processing：PLAYER1, 7 characters ◆If：Script：/ralph/i.exec($gameActors.actor(1).name()) ◆ ：Else ◆If：Script：/alex/i.exec($gameActors.actor(1).name()) ◆ ：Else ◆Jump to Label：VALID ◆ ：End ◆ ：End ◆Text：None, Window, Bottom ： ：That name is already taken. ◆Jump to Label：START ◆Label：VALID
And that’s about it! Now you just need to put it inside an event like this:
◆Text：None, Window, Bottom ： ：You want to name your character? ◆Common Event：Name Input Processing ◆Text：None, Window, Bottom ： ：That's a really nice name \n!
Thank you @Shaz for helping me figure this out.
Find the original tutorial, and discussion, on the forums here!
The RPG Maker MV School Project is live!
The RPG Maker MV School is set to be a perpetually growing community project, an RPG Maker game that teaches you how to use RPG Maker. With lessons created by our community manager Touchfuzzy and from many many around the community! The school will also be teaming with students and faculty that represent you the users!
You want to be involved? There is plenty you can do to help out, from art (we need a title screen!) to music (who doesn’t think this project deserves its own theme music), to lessons, to just being a part of the school as a community character!
There will be prizes (to be announced!) and you can learn all about how to join in on the fun, and download the base project here!
It’s that time of year again, where all the students file their way despondently back into the classroom to listen to more boring lectures! And all the parents get to be happy that their kids are out of their hair!
And here at RPG Maker Web, we are huge fans of education, and using RPG Maker to learn! That is why we’ve decided that this is the perfect time to hold an RPG Maker Back to School sale! Most back to school sales will net you a few notebooks and a whole lot of college ruled paper, but this one will land you something much better:
And, in the back to school spirit, it is time to announce our new community project: The RPG Maker MV School!
This will be a community built game, led by the RPG Maker Community Manager… Me! It will be about a brand new student “The Student” who comes to the RPG Maker MV School, which is right what it says on the tin: A school for learning RPG Maker MV. But there is more to the school than that! It is built on a nexus of time, space, and even dimension, and it itself grows and contracts to meet the needs of its students and faculty. One floor might look like your standard old school:
While the next might be a cave, a starship, or even a… whale? Our imagination is the limits.
And you can help make this project all it can be in one of two ways, or do both!
You can make lessons for it, or you can just submit yourself to be an NPC! If you make a lesson, you get to put yourself in as the teacher, all other NPC submissions will be either students or non-teaching faculty. To learn more, head to our forums here!
So hit the store, grab those packs we know you’ve been eyeing, then head to the forums to immortalize yourself in our Ongoing MV School project, either as a student or really step it up in order to be a teacher!
One thing I’ve noticed in video games, as the systems they are on have become more and more powerful, there has been an urge to create more and more realistic games.
And realism can be good! In the right places, at the right doses, in the right game.
But, sometimes, it feels like games insert “realism” into games where it doesn’t fit.
Are you making a gritty simulationist game where getting from town to town alive is supposed to be a challenge? Then maybe all those hunger/cold/weather/camping mechanics are a good fit. They create the main challenge of the game.
Are you making a high adventure game with world-altering magic, dragons, etc. Maybe it isn’t the best fit. (I mean seriously we have spells that can nuke enemies the size of a skyscraper but no one found out how to cast a spell that can keep us warm?).
Realism shouldn’t be included in a game for realism, realism should be included in the game because it makes the mechanics of the game better, or adds to the feel of the game. Are your characters supposed to feel like they are scraping together whatever they can? Then a system of equipment degradation adds to that sense of improvised gear. But adding equipment degradation to a game where you are wielding legendary weapons… it feels very off. It just adds a nuisance layer to the mechanics that doesn’t need to be there.
What do you feel about realism in games? What is a situation where you could see implementing a simulationist mechanic? What is a situation where a simulationist mechanic felt out of place? Tell us in the comments below!
So, this week’s sale in the RPG Maker Web store is on the wonderful Twilight Shrine: Japanese Resource Pack.
This pack includes a lot of cool stuff music, sound effects, graphics, for a Japanese themed or inspired setting.
Which got me thinking about how we create fictional cultures in our games. Outside of those set in the real world, our games include tons of fictional nations, cultures, and people. So how do we write them?
In general, when people create cultures for their games, they use an existing culture as a template. For instance, we could use Japanese culture for the template, which helps because, well we have these wonderful packs to use for it!
This is always a good start, but you really should come at it from the right direction. Are you just stealing the culture or are you respecting the culture?
I’m not going to delve too much into this, but just in general, make sure that you are being respectful, if you take a culture, put it in your game, and then portray their culture as corrupt and nasty (based on their cultural beliefs), then you are probably going in the wrong direction. Better to use a generic standin culture for that, rather than basing it on a real life one.
But being respectful doesn’t mean that you have to make the culture identical. You can change details, this is a fictional culture!
The best way to do this is to understand the culture you are borrowing. Why did they become the way they did? Take the Japanese obsession with fish dishes. Of course, they are obsessed with fish dishes, they are an island nation! A culture that grew somewhere away from the coast, with similar beliefs, would develop different food.
Or take the creation of the folded steel of the Japanese Katana. The reason for this is the quality of iron found in Japan was not as good as the ore found in Europe. Because of this, they had to develop a method that would turn that iron into a higher quality steel blade. A culture that has rich iron mines would probably never develop such a technique.
The key to adapting a culture to your game is to A. Understand and Respect the culture, and B. Make adjustments based on differences in how they developed.
Think about how real magic, or an invasion by another culture, or literal gods walking the planet, or even just a different topography of the land they live in, would change the culture as it grew.
That is the key to making powerful, evocative cultures in your games. Do you have any tips for creating cultures?
Side quests are an integral part of most RPGs nowadays. You don’t HAVE to have them, some games do not, especially older style RPGs, but if you are like me, you really want to add them in. So let’s look at a few ways to make sure that your side quests are the best they can be. I generally have a small checklist of questions for every side quest. I don’t have to answer yes to ALL of them, but I like to make sure at least most of them are covered. So let’s go through the checklist.
How does this enhance the story?
There are plenty of ways for side quests to enhance the story. I’ve given advice before on not overdoing your world lore too much in the main plot, you don’t want to overload a player who just wants enough to understand the plot! But side quests, this is where you can add a lot of background lore.
Another good way to enhance the story is to have side quests that focus on certain characters. Either more background or some character development for them. This is kind of the Bioware staple sidequests, if you ever want an idea of how to do it, look there.
This feeds players who are interested in the story, character interaction, and lore. Which in RPGs can be quite a bit!
How does it challenge the player?
You, of course, want your main quest to be challenging, but side quests are a unique place where you can add some enhanced challenge factor. Players don’t HAVE to do them to enjoy the main game, so giving the players who want them some extra challenges are good.
But also, you want to make sure that side quests are challenging, and not just fetch or delivery quests. These kind of quests are just routine time wasters. Sometimes it might still work if the other parts of the checklist are all checked off, but in general, I suggest against this kind of stuff.
Give the characters new things to do, new dungeons to explore, new puzzles to figure out, or just a new enemy to take down.
What advantage does the player get from doing it?
If there is one thing that I hate, it is pushing through a challenging, long side quest, and the reward isn’t even worth it.
For the love of all that is good in the world, GIVE YOUR PLAYER SOMETHING NICE! My suggestion is usually some kind of unique equipment or skill. Preferably slightly more powerful than other things you can get at a similar time, but even if it ISN’T, unique stuff appeals to players collecting obsessions (you guys have that too right? It isn’t just me, right?)
But really, just give your player something mechanical for their trouble!
What other things do you keep in mind when making side quests? Join us in the comments below!
Do you want more RPG Maker assets at better prices? Then we have the thing for you! We’ve just started our RPG Maker Web Store WEEKLY DEALS. Every week on Wednesday we will be announcing a new deal for you to jump in on! For our first week, the Medieval Town Bundle is now 50% OFF!
The Medieval Town Bundle combines the Medieval: Town and Country and Medieval: Interiors packs, giving you everything you need to start making your game using PVGames distinctive style! 30 Tile Sheets! 120 premade Buildings! Animals, Character Templates and more!
Looking for the next step after picking up the Medieval Town Bundle? The black death, or some appropriate standin, is exactly what you need! Check out the brand new Medieval: Diseased Town, made to work with the Town bundle to show the desolation and death caused by disease!
From there you can expand to so many different Medieval Graphic Sets, pick the ones you need for your game, or just go ahead and buy them all! Every one is compatible with all the others. But remember, this sale won’t last much longer, you only have until Wednesday August 2nd to get the Medieval Town Bundle for 50% off!
So perusing our forums, I ran across an interesting thread. The thread was titled “Why bother making a video game?“.
A pretty dismissive title, but the question itself is really an interesting one. Why DO we make video games? Obviously, we all have different answers to this, and I want to, of course, hear your answers as well, but in this article, I’m going to give you mine.
But first, a little about me. My name is Nick Palmer, the social media and community guy for the English RPG Maker Community. I’ve been known in the community as Touchfuzzy for years, long before I was ever hired on by Degica, I was making games with RPG Maker.
I write. A lot. I mean, obviously, most of my job is writing (and yes, I know, I’m prone to incredibly long sentences (and parenthetical asides!)). But I love telling stories. When I was a kid, and well, even now, I want to be a novelist. I’ve played tabletop roleplaying games for many, many years (something like 28 years now?). I want to tell stories and for people to enjoy them. It is one of the primary things I like in life.
But on the other side, I also like math. And puzzles. And just taking things apart and learning how they work and putting them all back together. It is why I have an unhealthy obsession with board games for instance. I love playing within a system and figuring out how to make it tick.
And making games with RPG Maker? That combines those two things like peanut butter and chocolate. I get to play with systems, I get to learn eventing and manipulate things to get the engine to do what I want, and all the while, I get to use that manipulation to tell stories. Then people get to play within the system I make and see the story I told.
To be fair, I also rarely finish anything. I have a secret project in the works now, but will it ever see the light of day? Who can say (well, it is work related, so probably my bosses would be unkind if it didn’t)? But even if I never do, it is fun to see the stories come to life, to manipulate the pieces and tools to get it to produce something that is uniquely mine. Unfinished or not.
So, why do you make games? Tell us in the comments below, or join the forums and ask in the original post!
Magnificent Quest is a large music pack created by Joel Steudler, the genius composer behind many of the crowd-favorite music packs you’ll find in the RPG Maker store. This large pack includes 43 BGM songs and 20 ME shorts, perfectly suited for both short projects and long sagas.
Although Magnificent Quest can be used in both high and low fantasy, the inspiration for this pack is more modern JRPGs – which blend the classic orchestral melodies with modern rock undertones. As a result, Magnificent Quest is a unique album that will feel both inspired and memorable.
My favorite part of the pack is the sheer variety of melodies. Each theme has a unique melody, but fits a larger narrative well. This is especially important if you’re planning to create longer games – where you want to avoid having music feel repetitive and boring, while at the same time keep your music similar enough to not feel disjointed.
Magnificent Quest Music Pack contains the following:
- 10 Battle Themes, including standard battles, special encounters and boss themes
- 10 Dungeon themes, including music for areas such as catacombs, dwarven caves and the Underworld.
- 10 Event themes, which can be used as character themes as well as backdrops for your game events – ranging from heroic to nostalgic.
- 10 Town themes, including rural areas, palaces and cities.
- Bonus: 3 additional themes (Battle, Dungeon and Event), and 20 ME themes (positive, negative, inn and rock)
Music can be a fantastic inspiration to create, and Magnificent Quest is no exception. While I was listening to the album, I had a ton of game ideas pop into my head – from interesting plot points and twists to world development. But since I can’t create an entire game just for this article (well, I could, but it would take forever!), I picked a single song to build something with – Town: Tranquil Refuge.
For this tranquil refuge, I jumped back into parallax mapping and created a cottage in the woods. I used RPG Maker MV RTP, as well as some choice wilderness pieces from SAKAN: Tileset Builder tool. I tried to emulate nature with an organic placement of the different pieces, but I still made sure everything lined up with the grid so the walking player didn’t feel off-center.
Although we always encourage you to use your own creative ideas, we wanted to share a few alternate ways Magnificent Quest can be used in:
- If you’re exploring a futuristic setting, think about adding a “retro fantasy” mini-game your player can play in between their missions. Not only does your player get a break from the main action, but you can make use of all fantasy materials you’ve got in your library.
- To keep things fresh and exciting, consider changing your battle theme as the player gets stronger. The beginning stages could be more light and airy, and progressively grow darker/more intense as time goes on.
- Music can inspire characters – and this JRPG medley would be perfect for that true anime fan in your modern project. Perhaps you could even add a side-quest where the party has to collect all JRPG themes across the world to unlock the fan’s ultimate ability…
We hope you’ve enjoyed this in-depth look at Magnificent Quest. We’d love to hear your thoughts and impressions. Chime down below or join in the discussion on our Facebook page or our Community Forum.